Base Class: Rogue
Not all of those who serve a deity are like the zealous paladin or the devoted cleric. Sometimes the church needs to employ services to deal with more delicate matters. Work that needs to be done in the shadows away from prying eyes. Such duties fall to a Divine Hunter, the jury and executioner of the church when the law gets in the way of routing enemies of the faith.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn three cantrips: divine blast and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots
The Divine Hunter Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you had prepared the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice.
The Spells Known column of the Divine Hunter Spellcasting table shows how many spells from the cleric spell list of 1st level or higher. For instance, when you reach the 7th level in this class, you can prepare four total spells of any combination that are of the 1st or 2nd level.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Divine Hunter Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Prepared |
— Spell Slots per Spell Level — |
|||
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Judgement
Starting at 3rd level, you can pronounce judgement on creatures. You can use this ability twice regaining all uses on a short or long rest.
Envy. You may expend one use of your Judgement to cast the next spell as a bonus action.
Gluttony. When you hit a creature with a weapon or spell attack, you can expend one use of your Judgement gaining a number of temporary hit points equal to your Rogue level.
Greed. When you hit a creature with a weapon or spell attack, you can expend one use of your Judgement to make a second attack against one creature adjacent to the target. The additional attack does an amount of extra damage equal to your Rogue level.
Lust. When you hit a creature with a weapon or spell attack, you can expend one use of your Judgement to attempt to charm the target. You add your Rogue level to the damage of this attack and the target must make a Wisdom saving equal to your spell DC. On a failed save, until the end of your next turn it cannot willing target you with a harmful spell or hit you with an attack.
Pride. When you hit a creature with a weapon or spell attack, you can expend one use of your Judgement to attempt to goad the target. You add your Rogue level to the damage of this attack and the target must make a Wisdom saving equal to your spell DC. On a failed save, all attacks against the target are made with advantage until the end of your next turn.
Sloth. When you hit a creature with a weapon or spell attack, you can expend one use of your Judgement to attempt to halt the target. You add your Rogue level to the damage of this attack and the target must make a Dexterity saving throw equal to your spell DC. On a failed save, the target is restrained by spiritual tendrils until the end of your next turn. On its turn it may attempt a Strength save equal to your spell DC to break free doing so uses half of the creature's movement.
Wrath. When you hit a creature with a weapon attack, you can expend one use of your Judgement to grant yourself an advantage on the attack. If the attack hits add your Rogue level to the damage of the attack and you roll all your sneak attack damage die as d8s.
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Divine Resilience
Starting at the 13th level, you add Wisdom modifier to all your saving throws. You also gain resistance to radiant and necrotic damage.
Blessed Infiltrator
Starting at the 17th level, all of your Rogue spells are cast without any somatic or verbal components. Additionally, whenever you meet the requirements in order to make a sneak attack you may cast a cantrip requiring a spell attack instead of making a weapon attack. You may then roll sneak attack damage as normal if the attack hits. If the cantrip allows for multiple beams your Sneak Attack damage only applies to the first beam. You may do this once per long rest.
Previous Versions
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7/13/2021 1:37:19 AM
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9/11/2021 9:31:02 PM
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